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Palettes for Shop/Save Screen
11-22-2017, 11:32 PM
(This post was last modified: 11-22-2017, 11:34 PM by PowerPanda.)
I've been looking through some old threads, and it looks like as of a couple of years ago, nobody knew where the palette data was for shop and save screens. However, the General Leo Edition hack seemed to have gotten this right, so someone must have learned it in the past few years. I just can't figure out who or when.
In my hack, I have moved Umaro to guest status using HatZen's Guest Adder, and have written Leo to slot $0D. This included swapping their sprite sheets, so Leo is now sprite sheet 13, and Umaro is 16. I have everything else working, but character $0D is still showing on the Shop/Save screens with palette 05, instead of palette 00. While this makes Leo look like a badass white walker, it is unfortunately not what I'm going for.
I have also noted that even when I change the palette in FF3usME, it does not save. I'd love to do just a quick hex edit to fix character sprites 13 and 16. Any ideas?
In my hack, I have moved Umaro to guest status using HatZen's Guest Adder, and have written Leo to slot $0D. This included swapping their sprite sheets, so Leo is now sprite sheet 13, and Umaro is 16. I have everything else working, but character $0D is still showing on the Shop/Save screens with palette 05, instead of palette 00. While this makes Leo look like a badass white walker, it is unfortunately not what I'm going for.
I have also noted that even when I change the palette in FF3usME, it does not save. I'd love to do just a quick hex edit to fix character sprites 13 and 16. Any ideas?
Projects:
FFVI: Divergent Paths (Completed) - a complete storyline and gameplay hack of FF6 that adds Leo as a playable character
11-22-2017, 11:46 PM
It looks like the relevant C3 routine is located at C3/6CC7:
This is called a couple of times in C3, it looks like for Save/Load, Colosseum, final battle line-up, and shops. At a glance, it looks like it's loading all character palettes from a table at ED/6300?
Code:
Load actor sprite palettes
C3/6CC7: A600 LDX $00 ; Color index: 0
C3/6CC9: A9A0 LDA #$A0 ; Object color 32
C3/6CCB: 8D2121 STA $2121 ; CGRAM: $0140
C3/6CCE: C220 REP #$20 ; 16-bit A
C3/6CD0: BF0063ED LDA $ED6300,X ; Sprite color
C3/6CD4: 9F89317E STA $7E3189,X ; Save in RAM
C3/6CD8: E220 SEP #$20 ; 8-bit A
C3/6CDA: 8D2221 STA $2122 ; Put LB in CGRAM
C3/6CDD: EB XBA ; Switch to HB
C3/6CDE: 8D2221 STA $2122 ; Put HB in CGRAM
C3/6CE1: E8 INX ; Index +1
C3/6CE2: E8 INX ; Index +1
C3/6CE3: E0C000 CPX #$00C0 ; Done 96 colors?
C3/6CE6: D0E6 BNE $6CCE ; Loop if not
C3/6CE8: 60 RTS
This is called a couple of times in C3, it looks like for Save/Load, Colosseum, final battle line-up, and shops. At a glance, it looks like it's loading all character palettes from a table at ED/6300?
(11-22-2017, 11:32 PM)PowerPanda Wrote: I have also noted that even when I change the palette in FF3usME, it does not save. I'd love to do just a quick hex edit to fix character sprites 13 and 16. Any ideas?
You mean when you check the box under the Save Screen / Shops Palette Indexes for 'use the same indexes as the battle one'? Or changing the frames there manually, under that box.
We are born, live, die and then do the same thing over again.
11-23-2017, 12:18 AM
(11-22-2017, 11:52 PM)Gi Nattak Wrote: You mean when you check the box under the Save Screen / Shops Palette Indexes for 'use the same indexes as the battle one'? Or changing the frames there manually, under that box.
*FACEPALM*
The day I stop making stupid mistakes is the day after I release my hack.
I totally didn't understand what those boxes did. Was too fixated on the "Select the palette to be worked with" box, and wondering why FF3usME kept reverting the Overworld/Towns index on me. It DOES save those 4 values, and that's exactly what I needed. Thanks, Gi.
Projects:
FFVI: Divergent Paths (Completed) - a complete storyline and gameplay hack of FF6 that adds Leo as a playable character
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